Character Creation:

The Duality Wars

 

There are two types of characters now. PCs and NPCs. PCs are the characters you will be primarily using throughout the game and your main characters. If you use a character for any length of time in Duality, they are a PC. Hence the term Playable Character. The character creation process below is for making Playable Characters and getting your bio started. You will make a full bio or you will not join Duality. There will not be anything left out, like some did in TAW5.

A NPC is a secondary character that rarely appears, and plays second fiddle to the story. To make a NPC character, you must ask the GM and state what sort of function they serve. If you begin to use the NPC too often (or know you will be mini-ing them a lot in certain situations), you will have to give them stats, and if you keep using them too often you will have to give them a bio.


Step 1: Stats

Stats serve the primary function of controlling not only the behind the scene functions in the game, but how your character will manifest. While Duality will remain a free-form RPG, the stats will serve their function behind the scenes during gaming moments, as well as player vs player encounters/incidents and during major battles. They also will govern your move sets and your character builds.

All stats begin at 4 - to move a stat up, you have to move another stat downward. Stats move between 1 and 7. So to move a stat from 4 to 7, you have to move another stat from 4 to 1 (or several other stats down by 1). 7 is the max limit to start with, but you will see ways to bring your stats up to 9 later in the game - either through mods, or you can spend your points on certain stats to bring them up to 9.

Once you pick stats, many are used in such as way as "spending" them. Basically, you will spend a Stamina Stat Point to activate it. Or spend a Perception Point. Then the next session they are all restored.

There are a few things to keep in mind while studying the stats the first time - though I recommend going through all the steps before really committing these to memory.

The stats serve three functions. Character Building, which is how you build your character up, and allow you to function in a free form nature overall until challenged.

The Combat Building, which is when there is fighting, allows you to fight easier - further steps will introduce things such as Action Points and more and they can be tied to the Stats below that you pick. Here you will spend the stat points you have in order to survive.

And finally, the stats you choose to get whatever class you have in mind for your character. Many stats cross over between classes, hence you cannot get at all the mods since, to get mods, you have to a certain number of stats that your class dictates. But that all comes in later steps.

Below are the list of stats. I make note if they are tied to classes in anyway. One thing to note: Tech and Spirit are at odds. If you are a tech or spirit based character, you cannot take more than 3 stat points in anything tech or spirit based in the opposite of what you are. So this means Willpower / Intelligence since they are the chosen stats for Spirit and Tech.

 

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CHARACTER STATS:

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Health: This is your Hit Points. While this is important in combat, since if it hits 0, this is a character build trait. Things like armor (durability) and mods can be used to protect your Health before you start taking actual damage.

Note: Ailments can chip away at your health, too. Becareful.

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Endurance: It determines how many items you can hold. The more points you place into Endurance, the more you can carry.

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Reflexes: This is what helps you respond to attacks coming in. If a fast enemy is coming in that you want to block their devastating move, you can spend a reflex point to try to avoid. To try to make it a stronger reflex dodge, you can add an Action Point to it.

This is also how fast you can respond to objects flying at you, etc. If something is definitely going to hit you, a reflex point spent can stop it.

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Speed: How fast you attack/can reach objective/PVP battles/Boss battles (competes with Reflexes). This is essentially for things in game where the GM needs a speed of 5 to reach, or a speed of 6 to connect with the enemy. You can use a point of speed to activate an Action Point, but it burns it up permenantly until you can rest.

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Charisma: How charismatic you are. The more likely you can get a NPC to do something for you. This is just more than sex appeal and can be tied into various classes. Technically while this should be able to be used against fellow players (unless they have high Charisma too or high Perception) I've seen RPers ignore it. Charisma can be used to activate Action Points as well, permantly burning them up until a certain time when they restore.

Charisma is able to do many things in addition to looking good and getting information out of people.

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Luck: How lucky you are. This helps you in unseen ways. Also will help determine how many Special Attacks you will get in conjuction with Energy. See Step 5.

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Special: This is used to power up each race's unique trait. At 1 you are guarenteed 1 point. At 7 you are guarenteed 7. See Racial Unique Traits to see what Special Unlocks. Special also can be spent on ____

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Counter: This will allow you to counter a move of your choice by using 1 counter (a person or enemy can try to break your counter by using another stamina, costing themselves more, but you can simply use more counter points)

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Combat: How good you in combat. You must specify if you are primarily a melee, or long ranged fighter. Later on, you can branch into both with certain mods, or moves. If you are a mage, it is wiser to be long ranged so you do not have to be close.

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Energy: How many attack/special moves you can have. Once you use an attack/special move, it is unusable again for the rest of the session unless you spend a stamina to reuse it again.

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Stamina: Allows you to replinish your attack/special moves or use Action Points. Once one of your attack moves/special moves are used (this is not normal slashes or attacks, see the steps on creation of those moves), you can use one stamina to recharge a used move. Depending on how many stamina you have is how many times you can replinish moves. If you use a stamina point to activate an Action Point, it uses it up.

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*Willpower: The willpower within the individual. This allows this them achieve great things and change the world, and themselves. This is key for mages and monks, as well as Summoners. The willpower within them is everything. It is a Spiritual Stat.

*Animorphs, Monks, and Summoners use this for their mods

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*Perception: This serves two-fold. Perception allows you to be less likely to be ambushed. If an enemy is about to hit you from behind you, you can spend Perception point (coupled with An Action Point to try to stop it - engaging the attacker's moves/counters/Action Points) to still try to get the drop on you.

It also is how open minded you are of your surroundings, and how much your mind is busy keeping busy, and what it perceives.

*This is also vital for some classes and their mods.

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*Intelligence: How worldly you are. However, this is especially important when it comes to those who deal in Technology and need clues. When you spend intelligence points, you will get more information regarding technology. While any player can be intelligent, this is more Technology Adaption.

When you are in a debate with a NPC or someone and you need worldly information, you can spend intelligence points to continue the debate, getting information from the GM. Do not confuse this with common sense.

*This is vital for some classes and their mods.

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*Mana: Your inner mana. How easily you can tap into the world's energy and bring forth magik spells and attack. You are tied somewhat into the Spiritual nature, so becareful how you play your cards. You are not quite there yet. Spirit Fossils make your attacks stronger.

*This is vital for some classes and their mods.

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*Strength: Strength is used for a few things.

1) It is necessary at times for strength checks against certain obstacles.

2) Strength can be used to overpower enemies and other players. If a player spends Strength points (it can be coupled with Action Points) against another player or enemy, they can slam through their defenses - the other player can use their Strength/Counter/Action, too. If the Strength aggressor wins, that means their next move cannot be stopped due to having stunned their target.

3) It is the stat that is used in conjuction with Fighters and their mods.

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*Transformation: Transformation is used for moves/abilities that transform from one state to another. Also it can mean if your character is transforming from one state to another. This is an invaluable stat to classes that transform. Even if you do not take something like a Transformation Warrior, or a Gladius that transforms from a blade to a human, this allows you to make moves that can transform you into different states.

*This is vital for some classes and their mods.

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*Mind: Mind is not to be confused with common sense or the Intelligence stat, which is a Technology Stat and how intelligent one is at worldly information and getting information out of NPCs. The Mind is how powerful your mind is at blocking information and whatnot. This is completely vital for Psions.

*This is vital for some classes and their mods.


Except for the stats with *, which are Class Steps and will have mods you have to take to increase them to 9, you can increase your other stats to 9 naturally after you have completed your bio. You can't do it while taking your bio the first time, but afterward beginning with leveling up to 2, you can begin to do so. (granted you can take mods right off that bat to raise your Class stats if you want while making your bio).


 
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